Jump to content

jd40

Members
  • Content Count

    93
  • Joined

  • Last visited

  • Days Won

    16

jd40 last won the day on December 5 2019

jd40 had the most liked content!

6 Followers

About jd40

Online IDs

  • Discord
    jd40#8687
  • Steam
    jd40
  • Twitter URL
    https://twitter.com/jd_40

Recent Profile Visitors

3,302 profile views
  1. Good point. I made the sun more orange initially to try and bring some more color to the map because our textures were a bit washed out. Jakuza ended up just recoloring all of the textures. The lighting can now go back to the first, more accurate style for sure.
  2. We are very much looking into giving it a "color pass" adding some colorful details on the pillars and walls.
  3. Hey here's some of our progress. The map is coming along nicely and hopefully it will be in a playable state by the deadline A sizable part of the map is still fully greyboxed so we're working to finish that up. We're also thinking of ways to colorize it or add more contrast because right now it's looking a bit flat. We'll probably go with black marble elements with white/gold writing on them. And some more overgrown stuff by the coast.
  4. Layout update: Shrinked the map to a more reasonable size. Moved A split closer to the bombsite entrances. Second B entry is now only connected to mid. Added more cover to both bombsites. Added a back path for CTs to bombsite B. Blocked some sightlines around T spawn. Here's a comparison showing the changes, radars by @Terri's auto radar!
  5. My wingman map that's going on hold for the exotic contest. Had a modular set and everything
  6. Those are nothing special really, I just made a flat grid of 512x512 displacements and painted some geometry on Z axis.
  7. Update: No longer working on this map as of september. I may continue working on it some time after the contest. My contest map will be set on a hill with a cable car station. Bombsite A will take place inside the station, while B will be under a huge tent housing an ancient ruins exhibition. The layout is very much a WIP and not ready for playtests yet, but hopefully it will be soon. Some screenshots below:
  8. jd40

    [CS:GO] de_austria (WIP)

    Had pretty much the same experience, except I knew the maps would be switched up in January (because I specifically asked). Didn't know the playtimes, was a little surprised it was biome that stayed, especially since it had the longest MM queue times. Would be good to have a playtime API like operation hydra did. I guess for now it's best to just ask them how your map is doing playtime-wise and hope they answer. Did you check out reddit comments? I think there's a lot of feedback in various update and map related threads on r/globaloffensive.
  9. jd40

    [WIP] de_biome

    Nice catch, I always forget this prop has no collisions on the bottom
  10. jd40

    [WIP] de_biome

    Thanks! I do think the map could do with another visibility pass, but never thought those little decals would be a problem. Thanks for bringing it up. As for A, I could replace some boxes with chemical tanks. Definitely gonna wait to see how it all plays out on the faceit tournament before changing the art.
  11. jd40

    [WIP] de_biome

    Thanks for the tips! definitely something I'll look at in faceit demos.
  12. jd40

    [WIP] de_biome

    Update! Thanks to all the feedback I've received I determined that bombsite A needed a few changes. There are now spots where you can comfortably hold the site without having to worry about getting shot in the back, whereas previously you basically had no chance but to fall back or push somewhere. Here's a gif showing the changes: Screenshots of the new bombsite and surroundings: And here's some other stuff I've updated recently but haven't posted in the thread: Wingman mode takes place on bombsite B Other improvements and polish:
  13. jd40

    [WIP] de_biome

    Thanks for the feedback! And also big thanks to everyone organizing this contest, it was fantastic. I agree that the cave rocks should be improved. I'll probably make some rock inset models, similar to the ones from hr dust2. Now I might as well use this post to share some progress. Haven't got much done since I had finals last month but there's still something. Upgrades to the swat van to make it fit Africa better: Replaced the last of placeholder brush/displacement dome parts with models, should give a small fps boost and it looks much cleaner. Added some construction guide stencil decals to spice up the plaster walls:
  14. jd40

    [WIP] de_biome

    Thanks for the tip. I was looking at some reference pictures and Africa does have a disproportionately high number of white/bright cars. But you're right, an odd dark/colored car wouldn't hurt.
×
×
  • Create New...